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Game Informer News Feed - Thu, 10/04/2018 - 15:31

Bandai Namco has revealed that Inferno is joining the Soulcalibur VI roster. As a new trailer shows, it looks like fighting him is going to continue to be a massive pain in the rear.

Inferno's gimmick is centered on his ability to mimic other combatants, and also the fact that, well, he's on fire. 

Soulcalibur VI is coming to PlayStation 4, Xbox One, and PC on October 19. 

Categories: Games

Cities: Skylines Review - In The Zone

Gamespot News Feed - Wed, 10/03/2018 - 23:50

Editor's note: We have updated this review to reflect our experience with the Nintendo Switch version of Cities: Skylines. See the end of the review for our thoughts.

Now this is more like it. Even though my real-world occupation as the mayor of a Canadian town means that I try to escape such things as budget meetings and zoning hearings when I play games, Cities: Skylines still managed to hook me due to its authenticity. Unlike the latest SimCity, which was far too fantastical to let me build cities that resembled those in the real world (size limitations and not being able to establish proper zoning districts drove me crazy), this Colossal Order production nails just enough of what is fun about running a municipality in the real world. Proper zoning, room to grow, and the addition of policies and districts that let you plan out sensible city development make for a (mostly) bona fide experience in the virtual mayor's chair.

Is it too geeky to be excited about the use of zoning rules and policies in a city-building game?

Making comparisons between games is not always helpful, but in this case, it's difficult to ignore the tight relationship between Cities: Skylines and its SimCity inspiration. Colossal Order delves deep into what Maxis and EA once made so popular with a traditional city-building approach. Few surprises or even significant innovations can be found here: There is just a standard single-player mode of play in which you choose from a handful of maps representing territory types ranging from flat plains to tropical beaches. You may also play the game with standard conditions, dial up the difficulty, and/or turn on sandbox and unlimited-money mods. No tutorial is included, either, which makes for a learning curve at the beginning. At least tips are provided on a continual basis during regular play.

Multiplayer is totally absent, as are frilly options like disasters and giant monster attacks. There are no multiple-city games, either. You have one city to deal with, along with a mostly invisible outside world that allows you to buy and sell goods on a common market. The game has been developed with modding in mind, however, and it ships with a full editor. Therefore, you can expect a lot of user-made add-ons to hit the net shortly. Nonetheless, at the present time, this "just the facts" focus makes for an initially bland experience. The plainness is exacerbated by stark menu screens and dated visuals that are attractive enough to get by, while at the same time cutting corners by cloning buildings and signs, as well as lacking amenities like a day-night cycle and weather patterns.

If you have been jonesing to be a virtual mayor, though, Cities: Skylines gets nearly everything else just right. First off is zoning. You have full control over zoning neighborhoods as low or high (medium is absent, although I didn't miss it) residential, commercial, and industrial. These basic mechanics provide thorough control over laying out cities, which gives you a real sense of being in charge. Second up is map size, which allows for a lot of stretching out. The initial size is restrictive at 2km by 2km, but you can access more plots of land to eventually expand to a metropolis spanning a whopping 36 square km. That allows for expansive burgs, and an incredible sense of freedom. You always have room to correct mistakes and grow out of early problems, making you feel more like the super-mayor that you should feel like, and not the goofball constantly demolishing whole neighborhoods to fix problems you couldn't have foreseen three hours ago.

Two other great features involve establishing districts and policies. This allows for the creation of boroughs with separate identities (policies can be set to take in entire cities, as well) by drawing them out with the Paint District tool. If you want your very own Brooklyn hipsters or a hardhat neighborhood for factory Joes, you can paint out city blocks and then tweak localized settings. This allows you to offer free public transit, boost education, give away smoke detectors, get into high-tech homes, ban high rises, and even alter tax rates for different zones. You can also set up specific industrial areas to focus efforts there. So if you want a green city, allow only farming use in industrial zones. If you want to go in the other direction with the sort of hardcore factories that killed grandpa, you can set up oil or ore districts and watch the smokestacks pump out poison.

Smart use of districts and policies allows for the creation of cities that closely resemble their real-life counterparts.

Policies are on the fanciful side, and establishing wildly different rules on social activities and even tax rates between neighborhoods in the same city will not go over well on election day. But I still love the ability to fine-tune cities without delving too deeply into micromanagement. The district and policy features combine to let me sketch out what I want in each part of my city--yes, this will be my gentrified borough for snotty white-collar professionals, complete with a smoking ban, no pets, no high rises, recycling, allowance for the use of certain controlled recreational substances, high-tech homes, and, of course, stupid high taxes--and then sit back and watch neighborhoods evolve.

The challenge is not pronounced, especially if you have city-building experience. You needn't worry about random sparks somehow taking down whole blocks, or other acts of God obliterating all of your hard work. This gives Cities: Skylines a relaxed character, instead of coming across like a rigorous game loaded with set objectives and problems to be solved. It's an old approach, but a great one, as it allows you to concentrate on the abstractions of building, instead of mindlessly racing around meeting random goals related to citizen happiness or residency numbers.

I wish I had shares in Go Nuts Doughnuts.

The only aspect of the game that becomes annoying to handle is transit. Given the same developer's Cities in Motion series, you might expect roads, buses, and the like to take on a vital role. Ultimately, however, transportation systems are overly Byzantine and convoluted, particularly when it comes to bus routes. It's difficult to tell if transportation woes are your own wrongdoing, or if there are problems with vehicle pathfinding in the game itself. You can muddle through, although you never exert the same level of control with transit as with everything else.

Moving Cities: Skylines to the Nintendo Switch is mostly what you would expect. This is a pretty thorough port of the PC release, including the original game as well as the After Dark and Snowfall expansions that added evening activities and ho-ho-ho weather. But while the game experience itself is virtually the same as it is on PC, you have to make a few sacrifices on the Switch. While the interface itself functions (perhaps surprisingly) well ported from mouse-and-keyboard to the more limited d-pads and buttons of the Switch, the controls are less than precise. I often overshot or undershot my mark. Laying out roads, for example, requires patience here, especially when compared to the ease of putting down long stretches of asphalt on the PC. I eventually became accustomed to the controls, although I still prefer mouse and keyboard.

While the game experience itself is virtually the same as it is on PC, you have to make a few sacrifices on the Switch.

Portability presents some big pluses in that it makes Cities: Skylines more of a pick-up-and-play game where you can bite tasks off in chunks. I played the game more casually and more frequently on the Switch, knocking off sessions throughout the day just because I had the system close at hand. Still, taking the game on the road or even around your house comes with some drawbacks. The intricate nature of city layouts and the small size of the screen makes it tough to track everything easily. This problem grows as cities get bigger. I spent almost as much time zooming in and out as I did zoning neighborhoods. In some ways this made me pay even more attention than usual to what was happening on the mean streets of my cities, but it also led to some frustration.

Camera manipulation reveals performance problems as well. Even though the graphics have clearly been dialed back a touch on the Switch, the game chugs when it has to handle larger cities. This can be a problem when you need to take a close look at things. These stutters seem more pronounced when you have the Switch docked and you’re playing on a TV, so they don’t present as many annoyances when using the console’s own screen, when--as noted above--you have to zoom in more often. Still, this slowdown is not a show-stopper, although optimizing the game through a patch would be welcome.

Even with a few PC issues and a less-than-perfect Switch port, Cities: Skylines remains the best city-builder on the market right now. The game's presentation is stodgy, but it is all but guaranteed to provide you many hours of carefully crafting cities, laying out zoning, and establishing districts for specifics residential and industrial uses…all free from real-world mayoral headaches like 6 a.m. phone calls griping about snowplowing. Right now, there is no better way to take a peek at life as a mayor without filing your papers to run for office in the real world.

Categories: Games

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Game Informer News Feed - Wed, 10/03/2018 - 14:38

Darksiders III hits on November 27 (PS4, Xbox One, PC), and the latest trailer for the game shows the evolution of Horseman of the Apocalypse, Fury. Her unlockable/switchable Hollow forms give her the might to defeat the Seven Deadly Sins through an array of abilities.

Fury's giant hammer, Scorn, is not only a powerful weapon, but a way for Fury to draw in energy to scale walls.

For more on the game, be sure to check out our hands-on impressions of the demo as well as the Gamescom trailer.

Categories: Games

Super Mario Party Review In Progress - Super Stardom

Gamespot News Feed - Wed, 10/03/2018 - 14:00

Anyone who's played a Mario Party game in the past 20 years has a good idea of what to expect from Switch's Super Mario Party, but Nintendo's latest offers a few new modes that each add their own creative spin on the tried-and-true formula. In many ways, Super Mario Party feels smaller than previous games in the series, but added layers of strategy and clever, fun minigames help keep it lively and fresh.

The fierce competitive nature of the series' earliest titles is back, as Super Mario Party ditches Mario Party 9 and 10's cooperative car mechanic and once again pits players against each other in a race for Stars. The overall goal in Super Mario Party is to earn five Gems, which you get after completing each of the game's five major offline modes: Mario Party, Partner Party, Challenge Road, River Survival, and Sound Stage.

Mario Party mode features the series' classic formula of bite-sized games interspersed between rounds of board game hijinks. Your character is still placed on a board with three others where you'll all race after Toadette and her collection of Stars. The biggest change is the introduction of character dice blocks; while previous Mario Party games utilized virtual 10-sided dice, now every character has two dice blocks, one six-sided and the other unique to them, and you have to decide which one to use each turn. The six-sided die rolls a one through six, while each character die comes with its own set of strengths and weaknesses.

For example, Mario's has a number three on three of its sides, while the remaining three sides are one, five, and six. In comparison, the devilish gambler Wario has a special die where two of the sides cause him to lose two coins, but the other four sides are sixes. For the first time in a Mario Party game, your choice of character is more than just aesthetic, and figuring out the best time to use a specific dice block adds a level of strategy to what's typically been an act of randomness.

Each of the game's four boards requires slight tweaks to your strategy for reaching the Star, but they're all small, and most don't take advantage of their unique makeups. Whomp's Domino Ruins, for example, features Whomps who will block your path down certain shortcuts. The board only has two Whomps, though, so you don't encounter them very often, and even when you do, the board is small enough that taking the long way around won't put you at much of a disadvantage. Super Mario Party's four boards don't feel distinct, so your strategy for each one won't be all that different. And since there are only four boards in total to pick from, Mario Party mode grows stale fairly quickly.

There are a total of 80 minigames in Super Mario Party, putting it just behind Mario Party 6, 7, and 9 in terms of quantity. Of the 80 minigames, nearly half rely on the motion control or rumble features in the Switch's Joy-Cons. Don't fret; both the motion and rumble features work surprisingly well, and it makes for some of the most cleverly designed games in the Mario Party series. For example, in Fiddler on the Hoof, you and three others race horses, and making a pulling back motion with the Joy-Con to simulate whipping the reins increases your score if you move with the beat of the song that's playing. In Nut Cases, you and a partner need to outwit the other team by claiming the five boxes that have the most walnuts inside them. You get an idea as to a box's contents by picking it up and measuring the severity of your Joy-Con's vibration. As Super Mario Party only supports motion control with a single Joy-Con, you won't be able to play the game in handheld mode or with a Pro Controller.

Partner Party mode is Super Mario Party's reimagining of Mario Party 6's Team Battle mode. The rules are similar to Mario Party mode, but there are more paths around the board, and you need to actually land on Toadette's spot to get a Star instead of just collecting it while passing by. The minor obstacles from Mario Party mode become trickier to get past in Partner Party because you need to remain mindful of both you and your partner. Paying to move Whomp out of the way might get you to the Star more quickly, but doing so could trap other players, including your teammate. There's the possibility of winning the next minigame and earning enough coin to buy an item to free them, but that's no guarantee. This type of consideration and amount of forethought simply doesn't exist in Mario Party mode.

Two of the other major modes, River Survival and Sound Stage, are new to the Mario Party franchise. The former has you working together with three others to survive a trip down a dangerous river while playing Co-op minigames, while the latter is an energetic dance competition where you solely play Rhythm minigames. Both River Survival and Sound Stage offer fun, albeit brief, alternatives to the staple Mario Party formula. The Co-op and Rhythm minigames are also some of the best in the Mario Party series, especially the Rhythm ones like Fiddler on the Hoof, that have you actually standing up and moving around to match the groove of the game's characters. Both Co-op and Rhythm minigames lack the heated competition of other head-to-head minigames, but they do pump up a room.

Super Mario Party's final major mode, Challenge Road, is the closest the game has to a single-player campaign, but it only opens up once you've unlocked all 80 minigames. The mode has you play through every single minigame with specific handicaps placed on you to make each one harder. For example, a racing minigame might challenge you to get first place without running into any of the track's hazards. This mode comes very close to giving Super Mario Party just the amount of challenge the game would need to increase its longevity, but unfortunately it buckles. If you fail at a challenge three times, the game asks you if you'd like to just skip it. You can always come back and beat the challenge later if you want, but the mode never punishes you for skipping any of the minigames. As long as you get to the end of the road, regardless if you skipped a dozen challenges to get there, you'll still earn one of the five Gems you need.

Super Mario Party also has several smaller modes and features that aren't tied to earning the Super Star title. In Mariothon, you compete in five minigames where outlasting your opponents in time-based games earns you extra points on the tournament ladder. There's an online version of Mariothon too, but the servers aren't live until the game's launch. Square Off is also a minigame-based tournament, but after each win, you're allowed to claim a territory space. Owning the pieces of territory on either side of another player's territory nets you their space too, and the game continues until every space is filled. The winner is whoever owns the most spaces at the end of the match. Both modes give you a goal to strive for while playing minigames, which creates extra levels of friendly competition amongst a group of friends.

The new Partner Party, River Survival, and Sound Stage modes add enjoyable alternatives to Mario Party mode--which at least returns to its competitive roots.

There's also Toad's Rec Room, where you can play unique games that change based on how you position your Switch, and a Stickers room, where you can cover a wall in a mural of stickers you've collected. Both seem tacked on to Super Mario Party; the former to justify putting the game on a console that can be played on a horizontal plane, in kickstand mode, or in a dock, and the latter to give you a reason to go out and buy some Amiibos to scan and get special stickers that aren't earnable within the game. Although the option of changing perspectives in Toad's Rec Room--such as looking at a baseball field from a bird's eye, laid-back, or pitcher's view--is an interesting gimmick, none of the games are really made better by adjusting how you look at them. The Stickers room is not worth getting invested in at all.

Everything about Super Mario Party feels smaller in comparison to previous titles in the series. Both Mario Party and Partner Party mode play on small boards, and certain modes, like Challenge Road, have clear tier points to make it easy to play through in small chunks. So it's all the more puzzling that you can't actually play Super Mario Party on the go in handheld mode. Given you need a seperate Joy-Con to perform the motion-based actions in the game, it makes sense, but it's still odd to see a game on Switch that actively prevents you from making use of the console's portability.

Most of Super Mario Party's varied assortment of 80 minigames are fun, especially if you've got a full group of four players, as the NPCs aren't smart or skilled enough to pose much of a challenge until you unlock Master difficulty. The new Partner Party, River Survival, and Sound Stage modes add enjoyable alternatives to Mario Party mode--which at least returns to its competitive roots. And even if the unique character dice blocks don't shake up Super Mario Party's four boards enough to give Mario Party mode some longevity, they implement small moments of strategy into a series that has for too long solely relied on randomness to determine a winner.

Editor's note: As we have not been able to test Super Mario Party's online features on live servers prior to its release, this is a review in progress. We will update and finalize this review when we're able to test its online functionality at launch.

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